Flames of Ardor

Flames of Ardor by Patrik

229 cards in Multiverse

102 commons, 62 uncommons, 48 rares, 17 mythics

39 white, 39 blue, 39 black, 39 red,
38 green, 1 multicolour, 21 artifact, 13 land

150 comments total

A World where one family rules all land the death of the grand king will bring wars between bloodlines.

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Mechanics | Skeleton | The Copperspine | Fall Of The Grandfather

Cardset comments (3) | Add a comment on this cardset

The set creator would like to draw your attention to these comments:

On Warp Engine (reply):

Hint: Take out their blockers with Arc-Slogger first.

Recently active cards: (all recent activity)

 C 
Instant
Target creature gets +1/+1 for each other creature you control until end of turn.
 U 
Creature – Elf
Preparation (If you cast this spell from your hand, exile it instead. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
When Priest of Neanar enters the battlefield add {g}{g}{g} to your mana pool.
2/1
2 comments
last 2011-06-08 22:03:59 by Patrik
 U 
Creature – Scarecrow
As Restive Harvester enters the battlefield choose a basic land type.

{q}: Target land becomes the chosen type.
" It plows the woods, Cut down the meadow and drains the earth. It works perfectly fine? – Mephid "
2/3
1 comment
2011-07-06 12:01:11 by Alex
 C 
Sorcery
Destroy target creature with flying and each other creature that shares a name with it.
 C 
Sorcery
Target player discards a card. If that player then have 2 or less cards in his or her hand, he discard another card.
1 comment
2011-07-06 11:27:59 by Alex

Recent comments: (all recent activity)
On Gladius Hawk:

It has to be from your graveyard if you want it to go to your hand.

On Phased Spider:

So... preparation is like Suspend 1 ?

On Flames of Ardor:

Did you change what Alternate does? I feel like I looked at it earlier and it did something different that I liked better.

On Wall of Bricks:

I don't know, Alex. I feel like the hound has a great flavor. And it's certainly more useful.

On Flames of Ardor:

I've Have alot of comments as Part 1 of the finished card set is done, now i will look through them all and change some cards, some will stay some will be removed, but i think it will play out fine, and when everything seems good i will start with the second set in the block: Bloodlines. "as soon as i can create the design skeleton :P"

On Kendric Square:

Oh, also, the sacrifice ability needs a {t} symbol. Otherwise, this card can pay mana for it's own ability, effectively making it cost {3}.

On Kendric Square:

Really, I was just expecting the activation to do something and remove the pestilence counter. But as it stands, when I have the mana, I also lose the land? I know the payoff is good, and this card was probably envisioned as "This is a spell. It can act as a land in a pinch if a player really needs that." But I can't stop seeing this as "This is a really, really painful pain land. It also has another ability, but won't be worth the trade off if you were forced to play this on round 1 and had to wait until round 8 to activate it."

On Kendric Square:

I don't understand why this cycle have their pestilence counters. There's nothing in the set to remove those counters, and they've got too many words on. I think they should lose both pestilence abilities and change to "At the beginning of your upkeep, you lose 1 life". Or even simpler, make the mana ability damage you like Cephalid Coliseum and friends.

On Oilfang Marsh:

Is this no longer in the same cycle as CL01 Copperspine Ridge, CL02 Ridian Shore, CL03 Anabaya Glades and CL05 Onyxsea Plateau? Shouldn't it still be able to animate itself?

On Shrine Of The Fallen God:

"Only removal"? I don't quite understand. Removal is pretty much the most important thing in limited games, and this is (a) repeatable, (b) common, and (c) not a creature and therefore hard to get rid of. I think one of those three should change, but failing that, the damage should at least go down to 1.

(All recent activity)
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